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@babylonjs/core

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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

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import { MaterialDefines } from "../../Materials/materialDefines.js"; import { MaterialPluginBase } from "../../Materials/materialPluginBase.js"; import type { InternalTexture } from "../../Materials/Textures/internalTexture.js"; import type { Material } from "../../Materials/material.js"; import type { StandardMaterial } from "../../Materials/standardMaterial.js"; import { PBRBaseMaterial } from "../../Materials/PBR/pbrBaseMaterial.js"; import type { UniformBuffer } from "../../Materials/uniformBuffer.js"; import { ShaderLanguage } from "../../Materials/shaderLanguage.js"; /** * @internal */ declare class MaterialIBLShadowsRenderDefines extends MaterialDefines { RENDER_WITH_IBL_SHADOWS: boolean; COLORED_IBL_SHADOWS: boolean; } /** * Plugin used to render the contribution from IBL shadows. */ export declare class IBLShadowsPluginMaterial extends MaterialPluginBase { /** * Defines the name of the plugin. */ static readonly Name = "IBLShadowsPluginMaterial"; /** * The texture containing the contribution from IBL shadows. */ iblShadowsTexture: InternalTexture; /** * The opacity of the shadows. */ shadowOpacity: number; private _isEnabled; private _isColored; get isColored(): boolean; set isColored(value: boolean); /** * Defines if the plugin is enabled in the material. */ isEnabled: boolean; protected _markAllSubMeshesAsTexturesDirty(): void; private _internalMarkAllSubMeshesAsTexturesDirty; /** * Gets a boolean indicating that the plugin is compatible with a give shader language. * @returns true if the plugin is compatible with the shader language */ isCompatible(): boolean; constructor(material: Material | StandardMaterial | PBRBaseMaterial); prepareDefines(defines: MaterialIBLShadowsRenderDefines): void; getClassName(): string; getUniforms(): { ubo: { name: string; size: number; type: string; }[]; fragment: string; }; getSamplers(samplers: string[]): void; bindForSubMesh(uniformBuffer: UniformBuffer): void; getCustomCode(shaderType: string, shaderLanguage: ShaderLanguage): { [name: string]: string; } | null; } export {};